Dokumente/Publikationen
|
Artikel |
A proposed framework for the collection of health-related data from Serious Game |
2017 |
Game-based Rehabilitation for Myoelectric Prosthesis Control |
2017 |
Design Considerations for a Serious Game for Children after Hematopoietic Stem C |
2016 |
Learning, Gaming, designing: Using Playful Participation to Create Learning Game |
2016 |
Design Principles for Social Impact Games |
2015 |
Du bist dran! Spielerisch die Welt verändern? Eine qualitative Längsschnittstudi |
2015 |
Beiträge in Sammelbänden |
Sparkling Games - Die Gestaltung von Lernspielen zu Themen aus Informatik und G |
2017 |
Level Design Practises in Independent Games |
2016 |
Co-Designing Avatars for Children with Cancer |
2015 |
Internet Games: Games for Change? |
2015 |
Serious Beats: Internetnutzung und Freundschaftsstrukturen von jungen MigrantInn |
2014 |
Playing Ball - Fan Experiences in Basketball Videogames |
2013 |
Sonstige Veröffentlichungen |
Design Implications for Technology-Mediated Audience Participation in Live Music |
2017 |
Ethical Considerations for Designing Technology for People with Dementia |
2017 |
Ethical Considerations for Designing Technology for People with Dementia |
2017 |
Increasing motivation, effort and performance through game-based rehabilitation |
2017 |
Not another Z piece!" Adaptive Difficulty in TETRIS |
2017 |
Playful Technology-Mediated Audience Participation in a Live Music Event |
2017 |
A Reflection of Game-based Learning Approaches for Secondary School Students |
2016 |
A Serious Game to Further Cultural Diversity |
2016 |
Identifying Learning Contents in Commercial Games |
2016 |
It’s ‘Your Turn!’ Effects of a cooperative social impact game on young Viennese |
2016 |
Recommendations for Games to Increase Patient Motivation During Upper Limb Amput |
2016 |
Sensing the Audience |
2016 |
Sparkling Games |
2016 |
TMAP Design Cards for Technology-Mediated Audience Participation |
2016 |
Talking about Myself - Playful Inquiry into an Absent Life World |
2016 |
Technology-Mediated Audience Participation (TMAP) using Smartphones and High-Fre |
2016 |
Usability and Fun of the INTERACCT Client |
2016 |
Using Games to Train Myoelectric Prosthesis Control |
2016 |
YourTurn! Designing for Diversity |
2016 |
Educating secondary school teachers in game design and game-based learning. |
2015 |
INTERACCT: Remote Data Entry System with Game-Elements for young Leukaemia Patie |
2015 |
Participatory Game Design for the INTERACCT Serious Game for Health |
2015 |
Serious Game Scores as Health Condition Indicator for Cancer Patients |
2015 |
A Case Study of a Learning Game about the Internet |
2014 |
A Participatory Game Design Approach for Children After Cancer Treatment |
2014 |
INTERACCT: Serious Game Performance as Medical Condition Indication |
2014 |
Lebensnetz - Entwicklung eines Computerspiels zur Demenzprevention |
2014 |
Mobile Technology and Museum Education for Schools Theory, Study Results & Use C |
2014 |
Social play for integration. How Viennese teenagers with different ethnical back |
2014 |
Using Explorative Design to Develop Health Game Concepts |
2014 |
Using Online Games in Transport: Grr-Grr-Bike Case Study |
2014 |
Elements of Play for Cognitive, Physical and Social Health in Older Adults |
2013 |
From Research to Design-Sketching a Game to Trigger Reminiscence in Older Adults |
2013 |
Persuasion and Play - Towards an Augmented Reality Exhibition Interface |
2013 |
Play and Artistic Exploration |
2013 |
Designing interactive audience participation using smart phones in a musical per |
2012 |
Intersections of identities in Europe’s Turkish Immigration Youth: Questions of |
2012 |
New Media, Hip Hop, and Young Migrants: Social Capital, Entertainment and Politi |
2012 |
Young, Female and Turkish in Europe Today: Questions of Ethnicity, Gender, Clas |
2012 |
YourTurn! The Video-Game |
2012 |
Alternate Reality Games: Persuasion in Context |
2011 |
Retro Evolved: Level Design Practice exemplified by the Contemporary Retro Game |
2011 |
Serious Beats: Transdisciplinary research methodologies for designing and evalua |
2011 |
Ausstellungen
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YourTurn! The Video-Game. (Gruppenausstellung). (Künstler*in), Madison, Wisconsin (USA). |
2012 |
Konferenzbeiträge
|
Breaking The Wall |
2017 |
Compliance in Rehabilitation, Therapie und Prävention |
2017 |
Die Digitalisierung der Zukunft – Ein Blick über den Tellerrand |
2017 |
How to Design for Long-Term Engagement in Games for Health |
2017 |
MINT-Förderung im Projekt Sparkling Instruments |
2017 |
Playful Interfaces for Audience Participation and Artistic Expression in Musical |
2017 |
Promoting Mobility in Way-Key |
2017 |
The Art-based Research Project Breaking The Wall |
2017 |
Abstracting Music to Game Mechanics, Abstract and Talk |
2015 |
Game Design for Social Impact |
2015 |
Gaming Preferences of Children and Young Adolescents with Cancer |
2015 |
Long-time motivation strategies in games for health |
2015 |
Towards Bridging The Gap In A Musical Live Performance |
2015 |
Audience Creativity as Core Game Mechanic of a Social Impact Game |
2013 |
Digitale Spiele zwischen Kunst und Mainstream: Gestaltung und Produktion |
2013 |
Lebensnetz |
2013 |
Play and Artistic Exploration |
2013 |
Reminscence and Play - Designing a Game to Prevent Cognitive Decline |
2013 |
What do the movie Inception and Alternate Reality Games have in common? |
2013 |
A Facebook Game for (migrant) teenagers’ communication and social integration in |
2012 |
Designing for Social Impact. How the social network game YourTurn! furthers inte |
2012 |
Games4Resilience |
2012 |
Interacct – Integrating Entertainment and Reaction Assessment into Child Cancer |
2012 |
Landspotting: Social gaming to collect vast amounts of data for satellite valida |
2012 |
Multikulturalität, Integration und jugendliche Lebenswelten in Wien |
2012 |
Positive Impact Games |
2012 |
Promoting inter-ethnic social networks: 2nd generation migrants and majority Aus |
2012 |
Sharing Music – playing life. Young Viennese 2nd generation migrants playing a c |
2012 |
YourTurn! Designing a Music Game for Social Impact |
2012 |
Fuck the magic circle! Do we need game ethics? |
2011 |
Independent game design and tactics of persuasion |
2011 |
Serious Beats. Eine Analyse der integrationsstiftenden Potenziale von sozialen |
2011 |
Socially integrative effects of Online Social Games on young adolescent migrant |
2011 |
Funktionen & Tätigkeiten
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Sonstige Funktionen & Tätigkeiten |
Tools to support self-determined mobility for people with dementia |
2017 |
Positive Impact Games |
2012 |
Festivals
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Breaking The Wall - Interactive Sound Performance |
2017 |
Breaking The Wall - Interactive Sound Performance |
2017 |
Skulpturen
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AAA Profiler |
2017 |
AAA Profiler |
2011 |
Film/Video
|
Play and Prosume |
2013 |